class ItemAI extends Actor abstract;
/*
var Actor Destination;
var MarioItem MyPawn;
var Pawn thePlayer;
var float perceptionDistance;
var float distanceToPlayer;
var Vector v;
var int move;
var bool hit;


protected event ExecuteWhatToDoNext()
{   
	GotoState('Patrolling');
}


function SetPawn(MarioItem NewPawn)
{
	MyPawn = NewPawn;
	Possess(MyPawn, false);
	Mypawn.ClientMessage("PosessCalled.");
	
}

state Patrolling{
	
}

defaultproperties
{
	
	hit = false;
	move = 0;
	perceptionDistance = 300
}*/